Pilgrim Quest - Current Build v0.6

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Ambossli
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Re: Pilgrim Quest

Post by Ambossli »

d3vi0n wrote: Sun Aug 13, 2017 8:28 pm One question i didn't solve so far for my future plans for Pilgrim Quest: How to make "organizing mods", espacially custom encounters easier. For now i don't know how to avoid adding the <include ...> line for every new custom encounter in the main PilgrimQuest.xml and how to avoid adding a new encounter entry in encounter.js. In the current state of Pilgrim Quest, you always have to manually edit these two files when you install new custom encounters or remove / change existing encounters. I would love a solution where i just can "copy" a custom encounter into my PilgrimQuest folder without editing anything. For encounter.js I have some ideas. But i have no idea how to avoid the <include ...> in the main script.
For the moment the easiest way might be to include every encounter which will be released and deactivate them in encounter.js
and just collect the links to the data/files in the first post. So every one can decide if they would download them extra and activate them.
Maybe an explanation in the tutorial encounter how to activate them and deactivate the tutorial encounter.
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Re: Pilgrim Quest

Post by d3vi0n »

Might be a good idea. I'm talking at the moment with philo for some improvements with the next GuideMe version. So maybe we will have some new possibilities in the future. But for now this seems to be the way to go.
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Re: Pilgrim Quest

Post by candii »

So we have to make our own encounters basically? There's none already made?
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Re: Pilgrim Quest

Post by Ambossli »

Yes/ no

In the moment there are only the "tutorial encounter" and the two I made (posted in the tutorial/mod thread as d3vi0n requested)
But maybe he can add a Link to the post in the first post of this thread so people now what is available without searching trough a growing thread

The second one I made don't have a story or much text but can be customize. And you never really now how hard the tease will be.(length of the tease is or if you have to edge or if you get a reward).
In the newest version there should be enough media for the beginning but you can add/change them.
I hope I explained it enough in my previous posts.
Here again the Link

The other one I made just chose a random video from my "encounter folder" but I only put sample videos in it and I forget to make it possible to use other than .mpg videos but that is very easy to change just open the 1.xml in the \PilgrimQuest\encounter\ambossli then find the page ambossli1Randomvid (is the second one of three) and change the last part (underlined) of this line :
var vVideo = fGetRandomFile(vEncounterPath, ".mpg");

It is also possible to change the paths for this encounter so you can use you're normal porn folders with videos in it. If people are interested in this I will upload my changed .xml and.js files with comments. this works as long the guide is an subfolder of the rest of your porn


I know there are some "short guidme teases" in desterfox's Random Mazes that might be easy to fit as an encounter. But I'm not sure how much work there would be to convert them from guideme 1.5 to 3.1. And I'm not sure if the author's of these, which are from other maze teases would be Ok if I or someone else convert them to an encounter.
The other thing is I'm not sure how they would fit in the overall Story.

And if I'm right d3vi0n will write his own encounter's (there is a reason he made all the encounter cards) but the whole thing is in an early stage. And it takes time to write one encounter. So passion.

For myself to write more the problem lays with the text/story for an encounter and what different things "to order"
My personal plan was only to make the video encounter so it would be more interesting/challenging in this early stage.
But than I thought why not something similar with a pictures and that got a little bit further than I planed.


@d3vi0n
Spoiler: show
But this gives me an idea way not an array with different stroke instructions so it would be like "Lego" *g*(I know I really like my arrays/objects and it's just an idea for a very very late stage of PilgrimQuest)
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Re: Pilgrim Quest

Post by d3vi0n »

@Ambossli
Your spoiler idea for a "very very late stage of PilgrimQuest" shouldn't be far away. ;-) I plan to add an example to "Miss Tutorial" which utilizes parts from my Hearts Club Revisited to create a system similar to TeaseAI, where you have different text files for "vocubulary", "instructions" and "flavour text" - including image tags.

See my example here. :wave:
candii wrote: Tue Aug 15, 2017 10:17 pmSo we have to make our own encounters basically? There's none already made?
You can make your own encounters or you can wait until my encounters for the core set will be ready. Don't forget, that Pilgrim Quest is in an early development stage. See the roadmap in the first post for details on that. This week my priority lies in gettin "Miss Tutorial" (which is technical my first enconter) ready to help players who want to create their own custom encounters. After that i will start working on my encounters for the core set. I think i'm so far fairly quick with my updates. Every week there is at least one bigger update if not more. But as always: real life comes first and i'm doing this in my sparse freetime, not as a job. So please be a bit patient.

Here some of my encounter cards for the core set:
Spoiler: show
Image

Image

Image

Image
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Re: Pilgrim Quest

Post by justaguy82 »

Still loving it and looking forward to the next update. One issue I noticed the other day however is that the Love Potion item doesn't appear to be working correctly. (I am on v0.4.5)

If I have a quest worth 100 energy and mark a vision while the Love Potion is active, it will say something like "You have earned 200 energy" but then when it goes back to the main screen where you see the energy levels for you and the goddess it still would only add 100. I tried it with multiple different quests and even the free edge from the stone, and each time it would say I earned double energy but would only add the base amount to my total.

Has anyone else noticed this issue, or did I perhaps just have something go wrong on my end?
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Re: Pilgrim Quest

Post by d3vi0n »

Sounds like a bug... i will go investigate...

EDIT: Found the bug. Will be fixed with the next update
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Re: Pilgrim Quest

Post by d3vi0n »

Thx to the help from Ambossli the next update will also bring a "Memorial" or Hall of Fame of your past pilgrims:

Image

You may access the memorial at the pilgrim shrine or after game over. Currently the game saves all pilgrims, but maybe we should restrict the memorial to the top 10 pilgrims (highest energy fed to the goddess).
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Re: Pilgrim Quest

Post by Ambossli »

That looks really awesome I know why I never thought about studying design*g*

But another idea. when you mark a vision during exploration I think there should be a time frame in which the pilgrim has to edge. After all it is a quest of his goddess.
Maybe as an option in the beginning ("hard mode") would not be complicated to implement that.
My suggestion would be extra entry in vUser like: Difficulty
Also I would recommend to put a Level entry in there.

Even if it is not used for the moment it might be good later. It might be make problems with actual characters but that's the reason I thin better now than later
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Re: Pilgrim Quest

Post by d3vi0n »

What do you mean with "Level Entry"? There are no player levels...
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Re: Pilgrim Quest

Post by Ambossli »

I know but it would be a possibility. And maybe some people would use that for encounters or just as an motivation/reward system.
Spoiler: show
The Level should only rise after enough encounters maybe 50 or 100 for 1 Level

And I'm not quite sure what an extra entry in this object would do to existing characters.
In the moment everything is in an early stage so the damage might not be to big to players
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Re: Pilgrim Quest

Post by d3vi0n »

changing the user object would cause bugs, if the memorial.save still contains "old" user objects. But as long we are still in the prototype or alpha phase don't expect to carry your old saves into a new update. After the release candidate we might carry old saves into a new update (as long as the update don't changes saved objects). But until then I will reset the memorial save with every new update / patch.

To your suggestion for a player level: We already have stats, that do very similar things:
  • the current player energy represents how "horny" or "blue balls" the pilgrim is at the moment and could be used to influence the difficulty of encounters. The more energy the player has built, the more eager the sex demons will be to suck the pilgrim empty. And we stay flexible this way. An author for an encounter could decide if he wants to raise the difficulty of his own encounter for every 100, 1000 or any other amount of energy.
  • the score or the "goddess energy" represents the overall progress and fame (like a player level would do) and it only goes up (after succeeding in rituals). It already is used as highscore for the pilgrim after his death and could easily be used as a "player level" during the life of the pilgrim. I could imagine for example to unlock new special encounters or (difficult) events within encounters depending on the score of the pilgrim.
So I think wie already have a "player level" with our current user stats, to do exactly what you want...
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Re: Pilgrim Quest

Post by Ambossli »

mh yeah this sound a bit like in DSA(4 and later) where the Level doesn't do anything anymore just the exp. So never mind short thinking on my end.

Just an other thought what with an item to "save your progress". Ridiculous expansive.
Spoiler: show
Thought when it is used a "user's soul copy" at the very moment will be saved and can be put in a new person maybe with another ritual or item? If it is unclear what I mean send me a pm hopefully in German I can make this clearer
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Re: Pilgrim Quest

Post by d3vi0n »

Maybe later ;-) Not for Update v0.5 :wave:

For now i just want to finish "Miss Tutorial" and get update v0.5 out... :whistle:

Just wrote some "golden rules" (How to write an enjoyable and immersive encounter) for "Miss Tutorial":
Spoiler: show
Page 1
  • Encounters in Pilgrim Quest represent dangerous sex demons and bring risk and challenge into the game. The most common design goal for an encounter should be to get the player to the point where he cums before the encounter ends knowing it will kill his character.
  • You should always utilize and embrace the setting of Pilgrim Quest in your writing. Try to add some lore and world building to every encounter to make them more immersive for the player.
  • The world of Pilgrim Quest has the appearance of a medieval world because the goddess wants it this way, but in reality it is just a parallel dimension. The pilgrim is "trapped" in the encounter and the sex demon will fill his mind with erotic visions to get his cum. Visions could come from any dimension. So feel free to use modern or science fiction settings for your encounter.
Page 2
  • Winning an encounter represents "surviving" the sex demon long enough without cumming. Before you end your encounter and let the player continue exploring (target: "EncounterWin"), consider giving the player a reward for resisting the urge to cum.
  • As a reward you can give the player energy with "fEarnEnergy(vBaseValue)" or some items with "fLootRandomItem()" or "fLootItem(vName)". Don't give to big rewards or you will break the balancing. A reward for an encounter should be more worth than an average quest reward but not make quests worthless.
  • Always design encounters with a reasonable playtime in mind. The player still has to continue Pilgrim Quest after your encounter and find a village or finish a ritual to get to a save point.
Page 3
  • Loosing an encounter represents breaking the bond to the goddess and cumming for the sex demon instead. In result the sex demon will suck the player empty and kill him in the process. After that the player will recieve a Game Over (target: "EncounterDeath").
  • Good tasks for bringing the player to "give up" and cum, are forced stroking to a beat and forced edging with long holding times. But you are not restricted to these tasks. Remember, you can do whatever you want within the encounter. So utilize cbt or other fetishes as you like. Maybe your encounter won't have the risk of "cumming" but instead challenges the player with other tasks.
  • And remember: Although the sex demon is not the goddess and therefore can't grant the player the permission to cum, the sex demon still can taunt the player to cum as strongly and often as wanted
Page 4
  • Try to add some replay value to your encounter, for example with randomization of image (sets), tasks, dialogue and flavour text.
  • The current player energy ("vUser.Energy") represents how much cum the pilgrim has built. The more energy, the more eager the sex demons will be to suck the pilgrim empty. Consider increasing difficulty depending on the current player energy.
  • The player score ("vUser.Score") represents the overall fame (or "player level") also used as "highscore" after a game over. Consider adding special events which unlock at specific score goals or generally increasing difficulty depending on the player score.
  • Consider writing special events for specific dates ("vCurrentDay") like a "holiday event" or "summer event" to create some surprises in your encounter
EDIT: ADDED NEW Page 5
  • You don't need to track many user stats. Counting your encounter for the user statistic or setting it as cause of death will be done automatically. Granting an ending like a denial, ruined orgasm, full orgasm or transferring player energy into player score (aka feeding the goddess) also isn't part of an encounter (because only the goddess herself can do this during a ritual).
  • You should track edges during your encounter with "fCountEdge(vNumber)" and energy gained or lost with "fEarnEnergy(vBaseValue)". Be aware, that an active love potion will only double energy gained.
  • And lastly, when you design your encounter, don't forget to look at other encounters (like "Miss Tutorial" or the core set) to get some inspiration and insight how different features could be realized.
  • Most important of all, have fun writing and sharing your encounters for Pilgrim Quest!
Anything important i'm missing for the golden rules?
Last edited by d3vi0n on Thu Aug 17, 2017 9:52 pm, edited 7 times in total.
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Re: Pilgrim Quest

Post by Ambossli »

Looks good to me some of the thing's I didn't know. Missing is maybe how to update the edge count?
Looks like at some point I have to update the encounters.
I Think wouldn't be really difficult to write an "ball-busting" or "edge" which just would be random in length but for the text's I hadn't any idea. also how to fit them in the lore. But it would be very easy to make them hard enough so the player cum
Spoiler: show
just something like an "death encounter" something between 100-1000 edges all with 5 seconds apart and maybe edge-holding time? :whistle:
the special day thing is funny. crazy idea:
Spoiler: show
A christmas encounter who either brings you gifts or coal(Punishment) depeding on how good the player was during the year :innocent:
So v0.5 is more or less finished? that sounds awesome.
Have you an update for your roadmap?
I'm not sure how much time I will have this weekend and next week but if there is some function I can help with I would try. Just nothing with much story/text writing. I'm not that good at it.
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